/// <summary> /// Gives an element with a mapped texture. /// </summary> public override void Tessellate(ref Mesh mesh, Transform transform = null, Elements.Geometry.Color color = default(Elements.Geometry.Color)) { var meshVertices = new List <Vertex>(); var i = 0; while (i < this.Perimeter.Vertices.Count) { var v = this.Perimeter.Vertices[i]; var uv = new UV((v.X - _perimBounds.Min.X) / _perimW * (_numPixelsX / _imgPixels), (v.Y - _perimBounds.Min.Y) / _perimH * (_numPixelsX / _imgPixels)); meshVertices.Add(mesh.AddVertex(v, uv)); if (i >= 2) { mesh.AddTriangle(new Triangle(meshVertices[0], meshVertices[i - 1], meshVertices[i])); } i++; } }
public static ColorWithTransparency ToColorWithTransparency(this Elements.Geometry.Color color) { // TODO: Fix this when we reverse alpha values. return(new ColorWithTransparency((uint)(color.Red * 255), (uint)(color.Green * 255), (uint)(color.Blue * 255), (uint)((1.0 - color.Alpha) * 255))); }
public static UnityEngine.Color ToUnityColor(this Elements.Geometry.Color color) { return(new UnityEngine.Color(color.Red, color.Green, color.Blue, color.Alpha)); }